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Hearts and Minds Blue Solo Play Guide v3
Hearts and Minds Blue Solo Play Guide v3
This document is intended to allow you to play Hearts and 3. Remove the six (6) Red and four (4) Blue
Minds as the Blue (US, ARVN, Cambodia, Laos) player Campaign Cards from their respective decks and
against the Red (NVA, VC, Khmer Rouge, Pathet Lao) use them to construct Campaign Decks (per the
solo Bot. It is NOT a standalone document and requires procedure listed below).
you to have the standard rules book at hand as a
reference. Your player turns will proceed pretty much 4. Remove the seven (7) Red, four (4) Blue, and
identically as they would if you were playing the two- five (5) Black Response Cards from their
player game. The actions of your opponent, however, will respective decks and use them to construct
be carried out based upon Bot Decisions (dice rolls that Response Decks (per the procedure listed below).
allow the Bot to make a choice from several possible
courses of action). There will be times where the Bot 5. The remaining ten (10) (or fourteen (14) if
Decisions do not make sense (based upon the current starting after 1968) Red cards, fifteen (15) (or
state of the game). It is at times like these that you nineteen (19) if starting after 1968) Blue cards,
should feel free to make a decision for the Bot that would and twenty-one (21) Black cards are used to
be representative of the most likely choice that a construct the Draw Decks (per the procedure
competent opponent would make in that situation. listed below).
2. Separate the cards into three groups (Black, The Red Campaign Deck should be shuffled and placed
Blue, and Red). If the starting year is 1965- face down near the map. The Blue Campaign Deck may
1968, then be sure to set aside the four (4) 1969 be placed face up before you.
cards from the Blue and Red decks. They will
Note that the Zone Campaign cards (for both players) are Building the Solo Draw Decks
never removed from play. They may be re-used multiple
times. ALL Campaign cards are removed in 1973.
The following cards (only) are used to construct the Red
Building the Solo Response Decks and Blue Draw Decks for solitaire play.
If the Bot player draws (and is supposed to play) a Zone 3. If there are no more remaining provinces in the
Campaign Card from its Draw Deck, check to see if the designated Zone that satisfy the requirements
drawn card is actually eligible to be played. listed above, make a Bot Decision. If the result
is 1, 3, or 5, then the Red Bot will stockpile any
1. If another Campaign Card has already been of the five (5) RPs that are remaining. If the
played during the current year, then the just result is 2, 4, or 6, then the Red Bot will spend
drawn Zone Campaign Card is set aside and one (1) RP in the province in the designated Zone
replaced with a new card from the Red Draw in which it has the strongest combat value (with
Deck (the unused Zone Campaign Card will be Blue units present) and engage in battle,
shuffled back into the Red Draw Deck at the end following the normal Battle procedure. As the
of the current year). attacker, the Red Bot will always use all Red
units in the province in the attack and will roll two
2. If no other Campaign Cards have been played (2) dice and use the highest result for all battles
during the current year, then a Zone Campaign during the current card play turn. The Red Bot
card may only be played for the Campaign if the will use VC units to satisfy combat losses before
Red Bot player has at least five (5) units in the losing any NVA units. If an R result is generated,
designated Zone and at least two (2) available then the Red Bot will sacrifice a unit rather than
SRPs. lose an RP. This process of using Bot Decisions
and engaging in Battle Actions will continue
Zone Campaign is Playable and Valid (including, potentially, multiple battles in the
same province) until the Bot decides to stockpile
If the two conditions listed above are met, then the three the remaining RPs or all five (5) RPs are
(3) RPs from the Zone Campaign Card and the two (2) expended.
SRPs must be spent in the designated Zone to conduct
the Campaign. All PC Change Actions during the 4. Once all five (5) RPs are spent or stockpiled, the
remainder of the current year may only take place within Zone Campaign card is then set aside and will be
the designated Zone (leave the Zone Campaign card face shuffled back in the Red Draw Deck at the end
up near the board until the end of the year as a reminder of the year to potentially be drawn again on a
for this and for mid-year scoring). subsequent year.
1. Spend one (1) RP and select a random province For the duration of the current year, the Red Bot will
(Bot Decision) within the designated Zone that score one (1) Dove at the end of each card play turn in
contains a VC unit, no Blue units (Bombers do which it satisfies the Red Flag marker requirements listed
not count), and no Red Flag marker and then on the active Zone Campaign card.
place a Red Flag marker there. Repeat this
process until all such provinces have Red Flag Zone Campaign Is Playable But Not Valid
markers in place or all five (5) RPs have been
expended. If the conditions to conduct a Zone Campaign (that being
two (2) SRPs available and five (5) units in the designated
2. If fewer than five (5) RPs have been used, then Zone) are NOT met AND no previous Red Campaign
spend one (1) RP and select a random province
Cards have been played during the current year , then the
(Bot Decision) within the designated Zone that
Bot player will simply stockpile the three (3) RPs from the
contains the greatest number of Red units
(minimum of three (3) Red units), no Blue units Zone Campaign card and make a Bot Decision roll.
(Bombers do not count), and no Red Flag
marker. Roll 1d6 and place a Red Flag marker in On a roll of 1, 3, or 5, the Bot will do nothing else and the
that province on a roll that is less than or equal Zone Campaign card will be set aside until the end of the
to (≤) the number of Red units in the province. year (when it will be shuffled back into the Red Draw
The Red bot will spend up to one (1) additional Deck to potentially be drawn again on a subsequent year).
b. For 1969, this would be the three (3) NVA
On a roll of 2, 4, or 6, the Bot will attempt to complete infantry and one (1) Khmer Rouge
one (1) PC Change Action in a province within the infantry from both the 1970 and 1971
designated Zone. In order to accomplish this, spend one reinforcements.
(1) RP and repeat the process listed above (for placing
Red Flag markers) until either one (1) Red Flag marker c. For 1970, this would be the three (3) NVA
is placed OR three (3) RPs are expended in the attempts infantry and one (1) Khmer Rouge
to place the marker. The Zone Campaign card will be infantry from the 1971 reinforcements
shuffled back into the Red Draw Deck at the end of the plus two (2) NVA infantry from the 1972
year to potentially be drawn again on a subsequent year reinforcements and two (2) NVA infantry
and any remaining RPs are stockpiled. No extra Doves from the units set aside for the Easter
will be scored during the current year. Offensive.
Conducting Grand Campaigns 2. Draw four (4) VC units (unseen) from the VC Unit
Pool and deploy them as close as possible to a US
If the Red Bot player draws (and is supposed to play) a base, observing stacking limits and using the
Grand Campaign Card from its Draw Deck, check to see if normal VC placement procedure (and Bot
the drawn card is actually eligible to be played. If another Decisions when necessary).
Campaign Card has already been played during the
current year or if the Red Bot player does NOT meet the 3. All VC units in SVN are activated and flipped face
prerequisites to conduct a particular Grand Campaign, up. Any Bad Intel units are returned to the VC
then the Grand Campaign Card is set aside and replaced Unit Pool with no effect. All remaining VC units
with a new card from the Red Draw Deck (the Grand are then moved one (1) province toward or into
Campaign Card is then shuffled back into the Red Draw the nearest province containing a US base. If
Deck at the end of the current year). If the Tet card is multiple US bases are “nearest”, then use a Bot
drawn after 1970, it would simply be removed from play. Decision roll to determine which US base a VC
unit moves toward (observing stacking limits).
Tet Offensive
4. All NVA units in the two (2) Zones in SVN
If the Red Bot has six (6) SRPs and the year is 1968, containing the most Red units are activated.
1969, or 1970, then it is able to play the Tet Offensive These activated units are then moved toward or
card. If the Tet Offensive card is drawn after 1970, then into the nearest province containing a US base
it is discarded from play and replaced with a new card (observing movement point and stacking limits).
from the Red Draw Deck. There is no restriction that the If multiple US bases are “nearest”, then use a Bot
Tet Offensive card must be played on the first card play Decision roll to determine which US base an NVA
turn of a year (it will be less effective, but still playable, unit moves toward.
on later turns). In order to conduct the Tet Offensive:
5. The Red Bot now has nine (9) RPs to conduct
1. Remove six (6) SRPs from the stockpile and Actions with (using the normal Red Bot
deploy up to eight (8) Red infantry and/or procedure). In all Battles initiated during this
artillery units (taken from future reinforcements card play turn, the Red Bot rolls two (2) dice and
in strict chronological order) on the Ho Chi Minh uses the best one when determining Combat
Trail (roll 1d6 for each unit and deploy it that Results.
many spaces south along the Trail from NVN,
observing stacking limits and moving over 6. For the remainder of the current year:
stacked units further south along the Trail until
they reach a valid space, Khmer Rouge units must a. VC units may move during each card turn
deploy in a Cambodian province). and may move multiple times during the
year.
a. For 1968, this would be the four (4) NVA
infantry and one (1) Khmer Rouge b. Whenever a PC Change Action is
infantry from the 1969 reinforcements attempted in a province containing one
plus three (3) NVA infantry from the 1970 (1) or more VC units, one randomly
reinforcements. selected VC unit is returned to the VC
Unit Pool.
c. In all battles, VC units must be used to Unit pool (not the Dead Pool). These units are
absorb losses before any NVA units are placed in NVN or Cambodian border provinces
lost. (use Bot Decisions to place the units and make
sure to observe stacking limits). Note that some
d. All VC units remain face up (they will be of these units may not be available to deploy if
flipped over during the next Interphase) the Tet Offensive Campaign was played during an
and any newly added VC units are placed earlier year.
face up (with Bad Intel units being
returned to the Pool and no replacement 2. Up to four (4) infantry units and one (1) artillery
drawn for them). unit may be re-positioned from NVN to a
Cambodian border province. Use Bot Decisions
e. The Blue player may fly two (2) to determine whether or not the units will move
additional Bombing missions this year. and where they will move to.
f. During the next Interphase, the Blue 3. All VC units in SVN are activated and flipped face
player may pay at most five (5) RPs to up. Any Bad Intel units are returned to the VC
prevent a coup. Play of the Red Unit Pool with no effect. All remaining VC units
Response Card Nguyen Kao Cy during are then moved one (1) province toward or into
the current year increases that ceiling to the nearest province containing a US base. If
seven (7) RPs. If this amount in multiple US bases are “nearest”, then use a Bot
insufficient to raise the RVN Stability to Decision roll to determine which US base a VC
0, then a coup occurs. unit moves toward (observing stacking limits).
Unlike the Zone Campaigns, there is no mid-year scoring 4. All NVA units in the two (2) Zones in SVN
for the Tet Offensive. During the next Interphase, the containing the most Red units are activated.
outcome of the Tet Offensive is determined according to These activated units are then moved toward or
the following schedule: into the nearest province containing a US base
(observing movement point and stacking limits).
1. There are eight (8) City provinces in SVN. Count If multiple US bases are “nearest”, then use a Bot
the number of City provinces in SVN to contain Decision roll to determine which US base an NVA
Red Flag markers and then subtract three (3). unit moves toward.
The Red bot will score this number of Doves
(between 0-5 Doves possible). 5. The Red Bot now has nine (9) RPs to conduct
Actions with (using the normal Red Bot
2. There are eight (8) provinces in SVN that are in procedure). In all Battles initiated during this
Zone II and Zone III and border Cambodia or card play turn, the Red Bot rolls two (2) dice and
Laos. Count the number of these border uses the best one when determining Combat
provinces that contain Red Flag markers and the Results.
subtract four (4). The Red Bot will score this
number of Doves (between 0-4 Doves possible).
6. For the remainder of the current year:
Easter Offensive
a. In all battles, VC units (if any) must be
used to absorb losses before any NVA
If the Red Bot has six (6) SRPs and the year is 1972, then
units are lost.
it is able to play the Easter Offensive card. If the Easter
Offensive card is drawn after 1972, then it is discarded
b. The Blue player may fly three (3)
from play and replaced with a new card from the Red
Bombing missions during each card turn
Draw Deck. There is no restriction that the Easter
this year (up to twelve (12) total
Offensive card must be played on the first card play turn
Bombing missions may be flown).
of a year (it will be less effective, but still playable, on
later turns). In order to conduct the Easter Offensive:
c. During the next Interphase, the Blue
player may pay at most five (5) RPs to
1. Remove six (6) SRPs from the stockpile and
prevent a coup. Play of the Red
deploy four (4) untried NVA infantry, four (4)
Response Card Nguyen Kao Cy during
tanks, and one (1) artillery unit from the Off-Map
the current year increases that ceiling to determine which country
seven (7) RPs. If this amount in (Cambodia or Laos) is activated.
insufficient to raise the RVN Stability to If any Red units are in the same
0, then a coup occurs. province as one or more Blue
units in that country (use a Bot
Unlike the Zone Campaigns, there is no mid-year scoring Decision to determine which
for the Easter Offensive. During the next Interphase, the province if more than one is a
outcome of the Easter Offensive is determined according valid option), then conduct a
to the following schedule: battle in that province. Else,
move all Red units in one
1. There are eight (8) City provinces in SVN. Count province toward the nearest
the number of City provinces in SVN to contain Blue unit(s) in that country
Red Flag markers and then subtract three (3). (again, using Bot Decisions, if
The Red bot will score this number of Doves necessary, to determine which
(between 0-5 Doves possible). province to activate and where
the units will move). If this move
2. Score one (1) Dove for every four (4) Blue units places the Red units in the same
(including ARVN, LA and CA units) in the Body province as Blue units, then
Count Box (rounded down). conduct a battle as above.
IMPORTANT NOTE: The Red
bot will not move units to engage
Playing Non-Campaign Cards
in combat if it cannot attain at
least even odds. If this is the
If the Bot player draws (and is supposed to play) a non-
case, then the Red units will
Campaign Card from its Draw Deck, the following will take
simply stay put.
effect.
iii. Regardless of whether or not a
1. If the card grants 5 RPs, then the Red Bot will
raid takes place here, if there are
use a Bot Decision roll to determine if it will bank
any Red Units in NVN, then the
one (1) SRP and use the four (4) remaining RPs
Bot will spend one (1) RP and
as normal via the Red Bot Decision Tree OR if it
any units in NVN will deploy
will use all five (5) RPs via the Decision Tree.
down the Ho Chi Minh trail (roll
1d6 for each Red unit and move
2. Before spending the first RP, the Red Bot will roll
it that many spaces down the
one (1) die to determine if it will make a free Raid.
Trail). Move units further south
This check is made before spending the first RP
down the trail if over stacking
on every card played during the current year.
occurs until a valid destination is
reached. If there are no Red
a. On a roll of a 1, the Red Bot will make
Units in NVN, then do not spend
such a Raid.
that RP and proceed directly to
Step 1 in the Red Bot Decision
i. Select a province that contains a
Tree
VC Unit and is adjacent to a
province that contains one or
b. On a roll of 3 or 5, the Red Bot will make
more Blue units (use a Bot
no Raid but will just spend one (1) RP
Decision if multiple provinces
and deploy any units in NVN as listed
qualify). A roll on the
above. If there are no Red Units in NVN,
Ambush/Raid table (with no
then proceed directly to Step 1 in the
DRM) is made to determine the
Red Bot Decision Tree
outcome of the Raid.
c. On a roll of 2, 4, or 6, no Raid will be
ii. If a Raid takes place, then check
made and if there are Red Units in NVN,
for free movement and/or
then the Red Bot will spend one (1) RP
combat in Cambodia or Laos.
and move up to four (4) NVA Infantry
Make a Bot Decision to
and up to one (1) NVA Support unit into
Quang Tri province (with any remaining VC units that successfully evade will be flipped to their
Red Units in NVN deploying down the concealed side.
Trail as listed above). If there are no Red
Units in NVN, proceed directly to Step 1 Battle Reinforcements
in the Red Bot Decision Tree.
The Red Bot will automatically bring reinforcements into
MOVEMENT a province after a battle if: (a) there is a surviving Red
unit, (b) if the bot has at least one (1) available SRP, and
(c) if there are three (3) or more available Red units that
During the course of play, VC units will not leave the
may move in as reinforcements. All three conditions must
province of their origination except under three
be satisfied or the bot will not reinforce the battle. Use
circumstances.
Bot Decisions, as necessary, to determine which adjacent
1. As participants in the Tet Offensive or the Easter province any reinforcements will originate from.
Offensive. Reinforcements (up to the stacking limit) will then move
into the battle province.
2. To evade before a battle.